Levels listed...
TR5 - 31
TR4 - 3141
TR3 - 177
TR2 - 133
TR1 - 61
72368 reviews (20.4/level)
3532 (99.7%) walkthroughs
445 Hall of Fame levels
1221 levels rated >= 8
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release date: |
14-Mar-2021 |
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# of downloads: |
140 |
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average rating: |
5.39 |
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review count: |
14 |
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review this level |
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file size: |
145.00 MB |
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file type: |
TR4 |
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class: |
Egypt |
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Reviewer's comments |
"A debut level that shows that the builder really followed the original manual to learn the
ropes and put many of the classic elements of a tutorial raid into practice here and it
works well for the 20 minutes it lasts. There is one thin wall and I am not a big fan of
using darkness to hide vital things, but other than that it is quick, good fun with a small
boss fight and a rather nice timed escape sequence to the end (generously timed though and
you can even save along the way if you want to). Very solid initial release, hoping for more
from this builder." - MichaelP (03-Feb-2024) |
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"It's anything but silent lol. It has everything except from a goal artifact - which is fine for an escape story. It won't give you a chance to utilize all the gear found. Anyway, do you have 20 minutes? If so, maybe invest them here." - DJ Full (01-Mar-2023) |
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"A promising debut. There are not great features in this level, but it's solid and nice to play, suitable for beginners with classic tasks and no much problems to advance except in the black pitch rooms where I couldn't see anything except lighting a flare. The enemies are well balanced, the secrets are not very hidden and there are enough pickups to finish without worries. The cameras and musics are well placed, and usually the rooms are well textured. I hope Kosmo continue building in the future. Good work." - Jose (07-Sep-2021) |
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"This is a pretty vanilla Egyptian-style raid, and short at that (30 minutes for me). But
during that time you get access to a generous 5 secrets, a few of them quite cleverly
hidden, providing ample firepower for the enemies you'll encounter along the way. It's
neither polished nor crude, and it's a perfect filler for those times when you're waiting to
play a more substantial and extended adventure. Some really dark areas, but you get plenty
of flares and they never last very long. A builder to watch." - Phil (07-Apr-2021) |
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"This game wasn't awful but it was not very exciting either. There were parts that kept
my attention while other bits of it were dull for the lack of a better term. I did
really appreciate the straight-forward process that this particular level had, and that
there was literally no back-tracking required to finish this level. This level is
something that would be good for a novice to gain skills on. As far as the level
appearance, all of the textures were copacetic with the theme for the most part. The
music was a good effort (especially toward the end of the game) but non-existent at some
parts. I hope to see more of a thrill out of the next level from the author!" - g12STL (28-Mar-2021) |
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"This is very ‘old school’ and doesn’t really offer any surprises. For a debut level, it’s
reasonably well built, albeit with the occasional thin wall etc, but it really is
irritatingly dark in places. It’s short, undemanding and sadly somewhat forgettable, but I
did give it an extra point in the atmosphere category for the visually dramatic (if easily
accomplished) timed run at the end – well, timed shimmy to be more accurate, but I still
thought it looked and sounded rather good. There are definite flashes of potential here so
we’ll have to wait and see if they come to fruition." - Jay (25-Mar-2021) |
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"This is certainly a better first take than many recent games, with much more reasonable room structure, texturing and lighting. Of course, a lot of beginner mistakes such as paper thin walls, cameras going through walls, wallpapered parts and some cracks are visible, but overall this was quite okay visually. Gameplay is also fluent and there are a few decent traps, but overall there are few creative ideas or demanding things so fairly run of the mill - I just hope that the builder builds up on this, unless he takes the players and reviewers along a slow progression... I know I digress. Found all five secrets in 12 minutes." - manarch2 (19-Mar-2021) |
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"A solid enough little debut, done in true
"back to the roots" style. A few little
imperfections crop up throughout in the
form of uninspired (although adequate)
texturing, mismatched sounds for the
ninjas' gunshots, slightly odd flyby
cameras (that nonetheless serve their
function well), excessive darkness in one
particular spikes room (although plenty of
flares are provided to counteract this)
and rather overwrought action music for
the final escape from the temple, which is
actually easier than you think. However,
the gameplay is set out in a clear
coherent manner, with the main goal being
to collect two eye pieces to open the door
to the final boss (although I would have
preferred not to have to backtrack past
the bird blade passage another time, a
shortcut would have been helpful here) and
enough weaponry is provided to combat any
resistance in your path. Not a bad effort
at all." - Ryan (17-Mar-2021) |
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"It's a solid little debut;and,despite containing a multitude of small imperfections,is
pretty enjoyable to play. The underwater maze disoriented me more than it really
should;but none of the tasks required very much thought,nor a great deal of manual
dexterity. Lighting and texturing were adequate if a little unpolished; while sounds and
cameras did their required job. The final enemy confrontation,while not demanding much
from the player,was a neat little addition - as I had been lulled into a comparative
false sense of security by the reliance,up to that point,on Tut1 enemies.The same
undemanding quality could equally apply to the timed challenge immediately afterward;but
at least the builder made a clear effort. Although straightforward,this adventure
entertained and provided 25 minutes of fast-moving activity." - Orbit Dream (16-Mar-2021) |
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"For a debut level, it shows a lot of promise for what the builder can better learn how to accomplish in future (with a clever puzzle involving careful observation of a corridor's roof in order to progress down the right path to avoid being skewered by spikes, an OK boss fight with two female-looking demons and a decent escape scenario shown off here, alongside some fitting music choices that compliment the atmosphere when they do properly trigger).
But in saying that, the gameplay may prove a bit too tough for casual players (with specific areas such as the pitch black room early on that is filled with spike pits below or the right side challenge areas for a piece of the Eye of Horus, not being especially well-designed to accommodate the limited resources at the player's disposal).
Texturing for environments are also consistently wallpapered and don't often add variety to the visual aspects of most rooms, making them largely blend together in my memory as a result (with the few used camerashots glitching through walls consistently and lighting use being handled to an acceptable but uninspired quality standard).
So in conclusion, a not bad but not necessarily great level either that is best approached with caution." - Ceamonks890 (15-Mar-2021) |
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"There were times when I wished this temple were as silent as the title promises, especially during the finale, in which a synthesised choir vocalises pseudo-text in the overwrought manner that characterises recent Hollywood products while two random demon horsewomen float down from the ceiling; this continues through the timed run, or rather timed shimmying, which ends the level (and which I finished with 15 seconds to spare, to give you an idea of the degree of difficulty you may expect). Even before that the audio cues are not always well-chosen, and the Achtung! trombone goes off at the slightest provocation.
The level looks and plays rather like a Tut1 debut from the olden days, albeit under the conditions of the developments that have taken place since 2000 (Legend Lara model, pickups occasionally not in the centre of a tile, the out-of-place horsewomen at the end, the blaring soundtrack). It’s short; your enemies throughout most of the game are small scorpions and white ninjas, the latter following the ancient tradition of making blubbering noises when they shoot; your goal is to open the Eye of Horus door. Turn left, you acquire one piece; turn right, the other. You end up on the outside with a Jeep you can’t drive. And the DOZY cheat was left activated.
Construction is generally solid (bar one wafer-thin wall), but textures are often stretched, especially above doors, occasionally distorted (for example early on near the Uzi secret, where this would have been easy to avoid), and towards the end, wallpapered. Also, the water animation is conspicuously jerky. Lighting is usually fine though, except in the room whose being very dark is the entire point, where there’s an ugly contrast between shadowbulbs and intense lights (from which source?). It’s all made in good faith though, ample flares are provided and placed where you need them, and pickups are in general sufficient in number without being overdone. One secret is poorly devised, as the sole reason for it being a secret in the first place is that it can only be reached by an unmarked climbable wall.
The inclusion of an underwater maze is always a bad choice, but at least air pockets are generously distributed. Otherwise gameplay is fluent without being particularly memorable, even if the finale tries very hard. However, by the time I got there I was merely going through the motions. The reason for this was the major disappointment I felt when I realised that the builder made you backtrack the exact way you came after picking up either Eye piece. No alternative route, no way to turn off the traps; the only option was to do the same thing over again. So I just ran through the Bird Blades swallowing a medipack; I did no longer care. It’s not often that I can pinpoint with such exactness the precise moment at which a level lost me." - Mulf (15-Mar-2021) |
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"A short debut that the author has provided us, quite rough around the edges but not
necessarily bad. I feel like the author got better the more rooms they made.
Gameplay is the part of the game which fascinated me the most, several ideas were
thrown to this level and some work especially good! Other a bit less. Underwater
mazes are not everybody's cup of tea and the darkness room, while the idea was
surprisingly clever, the execution was mixed as the room was overly dark. Positive
instead was the spikes challenge and the ending run was fairly good, especially when
rolling balls were coming over you! It gave vibes of RUN lara RUN.
Enemies were not plenty, but were fair, I liked the last boss battle quite a bit and
I found 3 of the 5 secrets, not especially crazily hidden, but I genuinely liked one
of them tho, as it is easily missable due to the scene being quite filled with things
to do.
I am going to give credit to the last camera sequences of the game, they really
worked interestingly, the eccentric quick move of them gave it a certain vibe I
really found myself liking, again the author seems that as they proceeded with the
level got much better with everything. Atmosphere was okay, not too awesome but not
to bad either.
Lighting was not especially good in my honest opinion, either it was too pale either
it was way too dark! Not to mention the last rooms, when Lara has to run for her
life, the lighting was barely changed ... I would have loved some RED to show how
Lara HAD to escape no matter what. The texturing was sometimes okay, sometimes was
not really, namely early on in the game.
The author definitively can achieve a good game, it would be nice to see them in
action again, they have became better with this entry, this means that there is even
more room for improvement! Wolfy Regards :3" - Wolf7 (15-Mar-2021) |
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"a debut level that does not have many of the glaring mistakes of debut levels , if we
can overlook the occasional thin wall , a camera sequence going through solid wall , and
some textures stretched in reason of walls not enough segmented (or not enough rooms
stacked). It plays well and one can hardly get stuck in the 20 minutes raid presented
here. Lighting is average and except for the start and for the ending section , the
level did not have background audio loops for the atmopshere in my game. But what
prevented me to enjoy the level more is the fact that after the side quests for the Eye
parts you return to face the same (easy) challenge. Who can enjoy a big scissors alley
twice ? The ending sequence is rather well put in scene ; it is timed but the builder is
very generous in his timing, so all is well at the end. Not bad for a first effort." - eRIC (15-Mar-2021) |
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"(6) Gameplay & Puzzles: I had a goofy smile on my face for most of this short debut (23 min). It's cheesy and adorable at times and has a very retro early 2000's feel. Okay, maybe I wasn't smiling when I was forced to backtrack through traps (I would recommend against this, and disable the traps after picking up the eye pieces, or provide an alternate shortcut route back). That said, I enjoyed myself aside from this backtracking; the builder showed capability in mixing up a variety of gameplay elements, to include basic platforming, a few traps, an underwater maze, a ridiculously cheesy timed run, and the player needing to observe their environment carefully in a couple of rooms. A nice little touch that I enjoyed, and that I have never seen before, is that the player is rewarded if they read the README and then touch a certain area. RFTM, players! (6) Enemies, Objects & Secrets: The enemy placement was fine and I enjoyed the goofy final boss fight with 2 sexy succubi. It's weird that they make manly noises when you kill them, though. I would like to see more trap variety in the future. Not a big deal, but something to be careful about next time is that the Silver Dragon was positioned wrong in the inventory. (5) Atmosphere, Sound & Cameras: The atmosphere wasn't bad for the most part, although the hell area is far too boxy, like the builder used giant pieces of cardboard for walls (this same issue applies to the building that Lara exits at the end of the game). I spotted 1 paper-thin wall and I would avoid that next time. I think a detractor to the overall atmosphere was the lack of environmental cohesion. We're in an Egyptian tomb, then we're in hell, then we're back in the Egyptian desert? Sound wise, I noticed the incorrect underwater door sound when Lara was shot at. Music wise, I really enjoyed the eerie background music loop that the builder utilized, although, towards the end of the game, there were some super gaudy music cues which sounded out of place (they made me laugh, though). The builder demonstrated camera/flyby knowledge although these were under-utilized given that it's such a short adventure. (5) Lighting & Textures: These are OK for most of the adventure, and I have seen non-debuts that look much worse. I would recommend against pitch black lighting blobs, though (the pitch-black spike room is understandable given that the omnipresent darkness is part of the problem-solving). Misshapen textures were fairly common, so take your time with checking tiles that are rectangular or triangular in shape. I think the biggest area for improvement in this category is the awful wallpapering in the hell area. Overall, this was an enjoyable debut with easy gameplay, but it was overly boxy and non-immersive at times. If the builder starts another project (I hope so): I would recommend asking for beta testers (trle.net forums or tombraiderforums) so that you can have outsider feedback to help you polish aspects before public release. I would also recommend playing through some high-rated levels of the genre of your choice, or watch youtube playthroughs, and make notes regarding architecture, thinking about how you can make rooms look less boxy next time. I would also recommend padding out your next adventure a bit more as this one was rather short. I hope this helped and feel free to contact me if you need a beta tester in the future. 6/6/5/5." - nerdfury (15-Mar-2021) |
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